namespace Gameplay.PVE
{
    public enum ETransmitType
    {
        None,
        /// <summary>
        /// 自动寻敌
        /// </summary>
        AutoSearch,
        /// <summary>
        /// 指定寻敌
        /// </summary>
        SpecificSearch,
        /// <summary>
        /// 仇恨寻敌
        /// </summary>
        SearchSuccess,
        /// <summary>
        /// 索敌成功
        /// </summary>
        HatredSearch,
        /// <summary>
        /// 添加指令
        /// </summary>
        AddOrder,
        /// <summary>
        /// 攻击一次
        /// </summary>
        Attack,
        /// <summary>
        /// 攻击前
        /// </summary>
        BeforeAttack,
        /// <summary>
        /// 开始普攻序列
        /// </summary>
        BeginAttackSequence,
        /// <summary>
        /// 更新生命
        /// </summary>
        Skill,
        /// <summary>
        /// 技能
        /// </summary>
        UpdateHp,
        UpdateMp,
        /// <summary>
        /// 模型动作变更
        /// </summary>
        ChangeModelAction,
        /// <summary>
        /// 开始战斗
        /// </summary>
        StageStart,
        /// <summary>
        /// 战斗结束
        /// </summary>
        StageEnd,
        /// <summary>
        /// 到下一个场景
        /// </summary>
        StageToNext,
        /// <summary>
        /// 到下一个场景
        /// </summary>
        GoToRpg,
        /// <summary>
        /// 到rpg场景
        GoToRpgNext,
        /// <summary>
        /// 到rpg场景
        /// </summary>
        RpgStageToNext,
        /// <summary>
        /// 开始前往过度关卡
        /// </summary>
        ToPve,
        /// <summary>
        /// 开始前往关卡
        /// </summary>
        ToTransition,
        /// <summary>
        /// 开始前往关卡
        /// </summary>
        ToRPG,
        /// <summary>
        /// 开始RPG战斗
        /// </summary>
        RPGStart,
        /// <summary>
        /// 被选定为目标
        /// </summary>
        OnPointerLock,
        /// <summary>
        /// 被取消选定为目标
        /// </summary>
        OnPointerUnLock,
        /// <summary>
        /// 被拖动
        /// </summary>
        OnDrag,
        /// <summary>
        /// 被取消拖动
        /// </summary>
        OnCancelDrag,
        /// <summary>
        /// 被选中
        /// </summary>
        OnSelected,
        /// <summary>
        /// 取消选中
        /// </summary>
        OnUnSelected,
        /// <summary>
        /// 更新路点
        /// </summary>
        UpdateRoadPath,
        /// <summary>
        /// 逃跑
        /// </summary>
        Escape,
        /// <summary>
        /// 行人动作
        /// </summary>
        MortalAction,
        /// <summary>
        /// 搜索附近战斗的人
        /// </summary>
        SearchBattleInSight,
        /// <summary>
        /// 等待
        /// </summary>
        Wait,
        /// <summary>
        /// 汽车动作
        /// </summary>
        VehicleAction,
        /// <summary>
        /// 搜索前方阻挡
        /// </summary>
        SearchObstacleFront,
        /// <summary>
        /// 显示指示器
        /// </summary>
        ShowDirector,
        /// <summary>
        /// 隐藏指示器
        /// </summary>
        HideDirector,
        /// <summary>
        /// 移动指示器
        /// </summary>
        ShowDirectorAlert,
        /// <summary>
        /// 隐藏指示器
        /// </summary>
        HideDirectorAlert,
        /// <summary>
        /// 移动指示器
        /// </summary>
        SkillDirectorMove,
        /// <summary>
        /// 技能释放
        /// </summary>
        SkillRelease,
        /// <summary>
        /// 技能释放自动
        /// </summary>
        SkillReleaseAuto,
        /// <summary>
        /// 被技能选中
        /// </summary>
        OnSelectBySkill,
        /// <summary>
        /// 被技能取消选中
        /// </summary>
        OnUnSelectBySkill,
        /// <summary>
        /// 击中他人
        /// </summary>
        HitOthers,
        /// <summary>
        /// 被他人击中
        /// </summary>
        BeHitByOthers,
        /// <summary>
        /// 自动释放技能
        /// </summary>
        AutoUseSkill,
        /// <summary>
        /// 自动释放技能选敌
        /// </summary>
        AutoUseSkillSelect,
        /// <summary>
        /// 控制效果
        /// </summary>
        AddControl,
        /// <summary>
        /// 销毁子弹
        /// </summary>
        RemoveControl,
        /// <summary>
        /// 销毁子弹
        /// </summary>
        DestroyBullet,
        /// <summary>
        /// 增加元素
        /// </summary>
        AddElement,
        /// <summary>
        /// 移出元素
        /// </summary>
        RemoveElement,
        /// <summary>
        /// 添加元素成功
        /// </summary>
        AddElementSuccess,
        /// <summary>
        /// 显示残影
        /// </summary>
        ShowGhostShadow,
        /// <summary>
        /// 隐藏残影
        /// </summary>
        HideGhostShadow,
        /// <summary>
        /// 显示一个残影
        /// </summary>
        ShowOneGhostShadow,
        /// <summary>
        /// 打断技能
        /// </summary>
        StopSkill,
        /// <summary>
        /// 缴械
        /// </summary>
        Disarm,
        /// <summary>
        /// 解除缴械
        /// </summary>
        RemoveDisarm,
        /// <summary>
        /// 沉默
        /// </summary>
        Silent,
        /// <summary>
        /// 解除沉默
        /// </summary>
        RemoveSilent,
        /// <summary>
        /// 特殊事件
        /// </summary>
        SpecialCase,
        /// <summary>
        /// 切换下一关
        /// </summary>
        RpgToNext,
        /// <summary>
        /// 进入掩体
        /// </summary>
        HideIn,
        /// <summary>
        /// 移开掩体
        /// </summary>
        HideOut,
        /// <summary>
        /// 换弹
        /// </summary>
        Reload,
        /// <summary>
        /// 换弹开始
        /// </summary>
        ReloadStart,
        /// <summary>
        /// 换弹结束
        /// </summary>
        ReloadEnd,
        /// <summary>
        /// 显示hud
        /// </summary>
        ShowHud,
        /// <summary>
        /// 关闭hud
        /// </summary>
        HideHud,
        /// <summary>
        /// 关闭渲染
        /// </summary>
        HideRenderer,
        /// <summary>
        /// 关闭渲染
        /// </summary>
        ShowRenderer,
        /// <summary>
        /// 播放音效
        /// </summary>
        PlayShootSound,
        /// <summary>
        /// 播放出场动画
        /// </summary>
        SpawnInStage,
        BossShow,
        RePath,
        RpgWin,
        RpgLose,
        Move,
        Shoot,
        SquatUp,
        ManualMove,
        AimTransform,
        LookAt,
        CancelAim,
        /// <summary>
        /// 霸体，不可播放受击动作
        /// </summary>
        Rigid,
        /// <summary>
        /// 结束霸体
        /// </summary>
        RigidEnd,
        /// <summary>
        /// 定向搜寻
        /// </summary>
        AimSearch,
        AttackEnd,
        
        ShowSkillModel,
        HideSkillModel,
        
        /// <summary>
        /// 更换武器
        /// </summary>
        SwitchWeapon,
        AddCardSkill,
        AttackSpeedChange,
        SkillFrameSpeedChange,
        Evade,
        ChangePassiveSkill,
        Reborn,
        SwitchToPve,
        SwitchToRpg,
        RpgPrepare,
        /// <summary>
        /// 技能元素添加
        /// </summary>
        ChangeExtraElement,
        
        /// <summary>
        /// 技能元素修改
        /// </summary>
        ChangeElement,
        
        /// <summary>
        /// 修改子弹
        /// </summary>
        ChangeBullet,
        
        /// <summary>
        /// 播放受击动作
        /// </summary>
        PlayHitMotion,
        
        /// <summary>
        /// 模型抖动
        /// </summary>
        PlayModelShake,
        
        /// <summary>
        /// 硬直
        /// </summary>
        RigidBreak,
        
        /// <summary>
        /// 掩体信息更新
        /// </summary>
        ObstacleUpdate,
        
        /// <summary>
        /// 显示攻击距离（测试用）
        /// </summary>
        ShowAttackRange,
        /// <summary>
        /// 隐藏攻击距离（测试用）
        /// </summary>
        HideAttackRange,
        
        /// <summary>
        /// 暴击
        /// </summary>
        Critical,
        
        /// <summary>
        /// 周围敌人数量变化
        /// </summary>
        EnemyBesideChanged,
        
        
        /// <summary>
        /// 死亡
        /// </summary>
        Dead,
        
        /// <summary>
        /// 单位出生
        /// </summary>
        UnitBorn,
        
        /// <summary>
        /// 击杀
        /// </summary>
        Kill,
        
        /// <summary>
        /// 普攻命中
        /// </summary>
        ShootHit,
        
        
        /// <summary>
        /// 被普攻命中
        /// </summary>
        GetShootHit,
        
        /// <summary>
        /// 逻辑暂停
        /// </summary>
        LogicPause,
        
        /// <summary>
        /// 暂停
        /// </summary>
        Pause,
        
        /// <summary>
        /// 继续
        /// </summary>
        Resume,
        
        /// <summary>
        /// 普通单位死亡
        /// </summary>
        NormalUnitDead,
       
        CreateBullet,
        
        /// <summary>
        /// 让主动技能进入后摇
        /// </summary>
        RecoverSkillInitiative,
        
        /// <summary>
        /// 让被动技能进入后摇
        /// </summary>
        RecoverSkillAuto,
        
        /// <summary>
        /// 主动技能结束时
        /// </summary>
        OnInitiativeSkillEnd,
        
        /// <summary>
        /// 自动触发技能结束时
        /// </summary>
        OnAutoSkillEnd,
        
        /// <summary>
        /// 技能结束时
        /// </summary>
        OnSkillEnd,
        /// <summary>
        /// 把人物切换成球
        /// </summary>
        SwitchBall,
        
        SkillForceStop,
        
        /// <summary>
        /// 加入战场
        /// </summary>
        JoinBattle,
        
        TimelineEnd,
        StartRootMotion,
        EndRootMotion,
    }
}
